protected void CleanupAfterLinking() { SDL_gpu.GPU_DetachShader(ProgramHandle, VertexShaderObjectHandle); SDL_gpu.GPU_DetachShader(ProgramHandle, PixelShaderObjectHandle); SDL_gpu.GPU_FreeShader(VertexShaderObjectHandle); SDL_gpu.GPU_FreeShader(PixelShaderObjectHandle); VertexShaderObjectHandle = 0; PixelShaderObjectHandle = 0; }
protected override void FreeNativeResources() { EnsureNotDisposed(); if (PixelShaderObjectHandle != 0) { SDL_gpu.GPU_FreeShader(PixelShaderObjectHandle); } if (VertexShaderObjectHandle != 0) { SDL_gpu.GPU_FreeShader(VertexShaderObjectHandle); } if (ProgramHandle != 0) { SDL_gpu.GPU_FreeShaderProgram(ProgramHandle); } }